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Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 4:20 pm
by FallingSnow
Who did the Bomberman section?

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 4:40 pm
by The Thwomp King
I played through this, and bomberman doesn't even show up at all during the level. I still don't have Luna, so is that why?

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 5:13 pm
by Septentrion Pleiades
Before the bomberman section, there''s a section you can use the keys where there are to permanent glitch yourself into the floor.

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 6:29 pm
by Imaynotbehere4long
FallingSnow wrote:Who did the Bomberman section?
Horikawa; I can tell by the layer names. Does this mean it's her responsibility to undo the Bomberman physics? So far, I've been designing my section around Mario's physics, and I'd imagine that's what everyone else did, too.

Oh, and there's a pipe in section 14 that leads back to section 9; that's annoying and should be removed.

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 7:29 pm
by FallingSnow
Well, she would probably know how to undo it upon reaching the next section lol

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 9:09 pm
by Imaynotbehere4long
She might know how to undo it, but my point is that it isn't undone anywhere in the level; that's why I'm concerned.

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Sun May 17, 2015 9:28 pm
by The Thwomp King
Imaynotbehere4long wrote:
FallingSnow wrote:Who did the Bomberman section?
Horikawa; I can tell by the layer names. Does this mean it's her responsibility to undo the Bomberman physics? So far, I've been designing my section around Mario's physics, and I'd imagine that's what everyone else did, too.

Oh, and there's a pipe in section 14 that leads back to section 9; that's annoying and should be removed.
Oh I thought that would be funny to add in there. I originally had it go back to the very beginning, but one of the sections before 9 wouldn't allow a second progression, but I think it'd be funny to keep for a lot of people. If it must be removed then that's fine, but I just thought there should be one troll section in the level. If it must be removed then next time there's one of these relays, I'll make my section much more interesting.

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Sun May 17, 2015 10:22 pm
by Imaynotbehere4long
All right, I'm finally done with my section.

http://www.mediafire.com/download/bcx3o ... _Level.zip

All that remains is to add code that undoes Horikawa's Bomberman playable and give the level a name. I think we should call the level "Things! Excitement!"

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Mon May 18, 2015 1:43 am
by Horikawa Otane
I did intend people to design around the switch. People specifically need to design around earlier sections and you need to design around later ones. That's like literally the whole point of the relay - that you aren't designing in a vacuum. You can impact other sections and other people can impact yours.

When I inserted Ninja Bomberman, I made sure subsequent sections were beatable (in fact, the subsequent boss rush is considerably more fun). I had intented to put it near the end to minimally impact others, but people were designing random sections detached from everything else (rather than building off of one another) and so I had to connect them somehow to make a somewhat coherent thing. If people feel strongly about the switch, I can add an optional switch block that appears after a player beats my section to allow them to switch back to Mario if they so choose. But in keeping with the gimmick of the relay, I'm very much in favour of keeping it as-is.

However, since Imaynotbehere4long's screen (which is pretty fun) can't be beaten with Ninja Bomberman (no spinjump), here is a version that auto switches you to Mario once his section begins in earnest. It also ensures physics are reassigned properly if the player ever becomes peach (via cheating, etc) or switches to mario (via cheating, etc).

Download here

Additionally, someone (maybe Fallingsnow or, ideally, someone new who hasn't done a section yet?) will need to make an additional segment in Section 13 because... Some people wanted to build their own screens and ignore the 'relay' part of the gimmick. As it is now, the level is unbeatable without some form of cheating.

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Mon May 18, 2015 9:40 am
by JupiHornet
I thought we were supposed to make our own sections, sorry ;-;

My section comes out of MECHDRAGON777's.

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Mon May 18, 2015 10:50 am
by Imaynotbehere4long
@ Horikawa Otane:

Thanks! The main reason I wasn't sure who to build my screen around was because, on top of the fact that I couldn't figure out how to get from section 13 to section 14, if the player dies (at least, in the editor), physics revert to normal (except for the low jump height, which remains for some reason), even if the player starts as Peach via Test Settings, which made me think that the Bomberman playable was incomplete.

On a different note, another name we could call the level is "WTF FTW!"

Re: 95% - MaGLX2 Relay Level - The SMBX Side (Post-game Coll

Posted: Mon May 18, 2015 3:01 pm
by The Thwomp King
Horikawa Otane wrote:I did intend people to design around the switch. People specifically need to design around earlier sections and you need to design around later ones. That's like literally the whole point of the relay - that you aren't designing in a vacuum. You can impact other sections and other people can impact yours.

When I inserted Ninja Bomberman, I made sure subsequent sections were beatable (in fact, the subsequent boss rush is considerably more fun). I had intented to put it near the end to minimally impact others, but people were designing random sections detached from everything else (rather than building off of one another) and so I had to connect them somehow to make a somewhat coherent thing. If people feel strongly about the switch, I can add an optional switch block that appears after a player beats my section to allow them to switch back to Mario if they so choose. But in keeping with the gimmick of the relay, I'm very much in favour of keeping it as-is.

However, since Imaynotbehere4long's screen (which is pretty fun) can't be beaten with Ninja Bomberman (no spinjump), here is a version that auto switches you to Mario once his section begins in earnest. It also ensures physics are reassigned properly if the player ever becomes peach (via cheating, etc) or switches to mario (via cheating, etc).

Download here

Additionally, someone (maybe Fallingsnow or, ideally, someone new who hasn't done a section yet?) will need to make an additional segment in Section 13 because... Some people wanted to build their own screens and ignore the 'relay' part of the gimmick. As it is now, the level is unbeatable without some form of cheating.
I'll take partial blame for that again. I thought more people were involved to build up section 13, so I left the extra space in there. For future reference I'll make sure not to do that.

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Mon May 18, 2015 6:14 pm
by FallingSnow
Hurray! We're finished!
In the next few days, we can start the testing/balance phase to check for bugs/problems/balance/etc.

I'll download the level and see how things turned out soon.

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Sun May 24, 2015 7:10 pm
by FallingSnow
BALANCE TIME
So I'm proposing the following changes after my first runthrough:
  • Move the pipe from screen 1 over to the right a little so koopa shells don't bounce off of it and kill you.
    Change the power-up in the hammer brother blocks in section 1 screen 2 to a ? block so people will know to get it.
    Increase the lava height in section 4 so the podoboos don't go into the blocks
    Insert shortcut warp after Ignoritus miniboss
    Decrease frequency of the spiny cannon in section 8 so it isn't so difficult to dodge
    Insert shortcut warp somewhere in section 9
    Fix the fireball graphics in section 10
    Suggesting midpoint at section 11
    Fix typos in section 11 and section 1 screen 2
    Make the veggies in section 11 respawn
    Facedesk at the people who made whole sections instead of screens
    Make section 13 completeable?
    Either change the bongo graphics in section 14 to have spikes or something or make them jumpable like in DKCR
    Get really confused by the flow of the level after section 14
    Insert shortcut to the final section
    Give the player another power-up in section 14 before the gray snifit

Re: HELP BALANCE - MaGLX2(Post-game Collab)

Posted: Sun May 24, 2015 7:48 pm
by Enjl
I'm playing through the most recent verion right now (no lua) to look at some other balance things, or other things which could get fixing

The ones you proposed seem fair. Section 13 can easily be finished by changing the end of the 2nd screen a bit to lead into a pipe behind Error.

Remove the Spiny in Section 6 to avoid unfair damage when walking through the pipe?
Change the Thwomp in Section 9 a bit to make spinjumping on it when big less punishing? (remove two 32x32 blocks in the corner of the caving)
Fix the graphic for Ludwigs fire in section 10
Provide one powerup during ludwig's fight?
Checkpoint either in section 11 or before mario turns into bomberman in section 9 (in second case there needs to be another powerup after the keypad part in section 9)
Remove herobrine
Replace section 13's music with this to prevent copyright strikes and youtube video audio muting (whoops) http://www.mediafire.com/listen/9k48pw6 ... KiKill.mp3
Remove the pipe in section 14 because fuck that shit

Also what's with section 3?

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Sun May 24, 2015 10:59 pm
by MECHDRAGON777
FallingSnow wrote:BALANCE TIME
Facedesk at the people who made whole sections instead of screens

Can you explain this one?

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Mon May 25, 2015 1:06 am
by FallingSnow
MECHDRAGON777 wrote:
FallingSnow wrote:BALANCE TIME
Facedesk at the people who made whole sections instead of screens

Can you explain this one?


I don't think sections 12 and 13 were each made by multiple people, but I could be wrong.

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Mon May 25, 2015 4:18 am
by MECHDRAGON777
FallingSnow wrote:
MECHDRAGON777 wrote:
FallingSnow wrote:BALANCE TIME
Facedesk at the people who made whole sections instead of screens

Can you explain this one?


I don't think sections 12 and 13 were each made by multiple people, but I could be wrong.

Do I Fall into that catagory with section 2?

Re: HELP BALANCE - MaGLX2(Post-game Collab)

Posted: Mon May 25, 2015 6:08 am
by Enjl
FallingSnow wrote:
MECHDRAGON777 wrote:
FallingSnow wrote:BALANCE TIME
Facedesk at the people who made whole sections instead of screens

Can you explain this one?


I don't think sections 12 and 13 were each made by multiple people, but I could be wrong.

I'm pretty sure Horikawa made the second screen of section 13. I made the first screen, and imported all the graphics I needed.

Re: 100% - MaGLX2 Relay Level - The SMBX Side (Post-game Col

Posted: Mon May 25, 2015 8:25 am
by RudeGuy
MECHDRAGON777 wrote:Do I Fall into that catagory with section 2?
I'm pretty sure you don't, since when you play the level the section is resized to a screen.
(why did you need to extend it though)